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Yokai Fairy - Yosei

Yokai Fairy (Yosei)

Yosei Only

Mischief. You learn the Minor Illusion and Mage Hand Spells   Greater Fairy Wings. You can now fly up to 40 feet off the ground  

Light

Ability Score Increase. Increase your Charisma or Wisdom by 1, to a maximum of 20.   Radiant Burst. Once per long rest, as an action, you can unleash a 20-foot-radius burst of radiant energy centered on you. All hostile creatures in the radius must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they take 2d8 x proficiency radiant damage and are blinded until the end of their next turn. On a success, they take half damage and are not blinded.   Healing Light. Whenever you cast a spell that restores hit points to a creature, you can use one size larger die than the spells calls for (ex.1D6 instead of 1D4).  

Shadow

Ability Score Increase. Increase your Charisma or Wisdom by 1, to a maximum of 20.   Shadow Step. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You can use this ability a number of times equal to your proficiency bonus per long rest.   Cloak of Shadows. While you are in dim light or darkness, you can use an action to become invisible until you move, attack, or cast a spell. You can use this feature once per short or long rest.  

Plant

Ability Score Increase. Increase your Charisma or Wisdom by 1, to a maximum of 20.   Rooted Defense. As a reaction when you are hit by an attack, you can choose to root yourself in place, gaining resistance to all damage from the triggering attack. Until the start of your next turn, your movement speed becomes 0. You can use this feature once per short or long rest.   Thorn Whip Mastery. You can cast Thorn Whip at will. When you cast it, you can choose to grapple the target (escape DC equal to 8 + your proficiency bonus + your Wisdom modifier) instead of pulling it closer. The target remains grappled until the end of your next turn.  

Ice

Ability Score Increase. Increase your Charisma or Wisdom by 1, to a maximum of 20.   Frozen Armor. As a bonus action, you can surround yourself with a layer of ice, gaining temporary hit points equal to your level + your Wisdom modifier (minimum of 1). While you have these temporary hit points, any creature that hits you with a melee attack takes cold damage equal to twice your proficiency bonus.   Glacial Strike. When you hit a creature with a melee attack, or an attack that deals cold damage, you can choose to freeze them in place. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or have their movement speed reduced to 0 until the end of their next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.  

Fire

Ability Score Increase. Increase your Charisma or Wisdom by 1, to a maximum of 20.   Fiery Aura. As a bonus action, you can emit an aura of flames for 1 minute. Any creature that ends its turn within 5 feet of you takes fire damage equal to 1d6 x proficiency.   Ignition Touch. When you hit a creature with a melee attack, or a spell that deals fire damage, you can choose to ignite them. The target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 1d6 x proficiency fire damage at the start of each of its turns for 1 minute. The creature can use an action to extinguish the flames. You can use this ability a number of times equal to your proficiency bonus per long rest.


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